Characters

Thrune Agent

CR: 7 XP: 3,200


LE Medium humanoid (human)


Init: +0 Senses: Perception +9


Defense

AC: 15, touch 11, flat-footed 15 (+4 armor, +1 deflection)


HP: 63 (8d8+24)


Fort: +8 Ref: +3 Will: +6


Offense

Speed: 30 ft.


Melee: +1 heavy mace +10/+5 (1d8+3)


Ranged: light crossbow +6 (1d8/19–20)


Special Attacks: improved spell combat, spell combat (–2 attack, +2 concentration), spellstrike


Spells Prepared: (CL 8th; concentration +12) 3rd—arcane sight, dispel magic, vampiric touch 2nd—bear’s endurance, blur, elemental touch (DC 14), invisibility, scorching ray 1st—burning hands (DC 13), magic missile, ray of enfeeblement (DC 13), shield, true strike 0 (at will)—arcane mark, detect magic, light, open/close, read magic


Statistics

Str: 14 Dex: 10 Con: 12 Int: 18 Wis: 8 Cha: 14


Base Atk: +6 CMB: +8 CMD: 19


Feats: Alertness, Combat Casting, Extra Arcana, Skill Focus (Intimidate), Toughness, Weapon Focus (heavy mace)


Skills: Diplomacy +6, Intimidate +16, Knowledge (arcana) +15, Knowledge (local) +12, Knowledge (nobility) +8, Perception +9, Sense Motive +9, Spellcraft +15


SQ: arcane pool (8 points, +2), knowledge pool, magus arcana (arcane accuracy, empowered magic, spell shield), medium armor proficiency, spell recall


Languages: Common, Halfling, Infernal, Osiriani, Shadowtongue


Combat Gear: potions of cure moderate wounds (2), scroll of fireball


Other Gear: +1 studded leather, +1 heavy mace, light crossbow with 20 bolts, cloak of resistance +1, ring of protection +1, spell component pouch, spellbook (contains all 0-level spells and all prepared spells as well as the following: 3rd—hold person


Description

Human magus 8

Ostensibly the agents of the government of Cheliax, those who serve the ruling House of Thrune are more accurately the eyes, ears, and muscle of Queen Abrogail II herself. Though the Chelish government has few qualms against performing evil acts in the name of maintaining the law and the nation’s place in the Inner Sea region, some actions are performed less in Cheliax’s best interest than they are in the interest of for family that rules the nation. Whether acting as spies among rival noble houses or suspected rebel groups, serving as enforcers of the will of the House of Thrune, or simply making sure they’re seen violently carrying out the orders of Her Infernal Majestrix to intimidate the populace, Thrune agents are feared throughout Cheliax and beyond. Some claim that to become a trusted agent of the House of Thrune, prospective agents must enter into three distinct infernal pacts, binding the mind, soul, and body to Abrogail to ensure loyalty.

Source: Inner Sea NPC Codex, p. 57